Pro Tip: Don't stay up until 1 AM playing Warmachine the night before an event that you have to drive three hours for the next day.
Just because I did that in this particular instance does NOT mean it is a good idea.
My opponent specifically requested that I not play Baldur 2 so that he could try out Morghoul 3 (turns out spell immune colossals are bad news for a list that relies on Blind on a stick), so I obliged and played Wurmwood instead. Aren't I nice?
Sentry Stone x2
Shifting Stone x2
Gatorman Bokur and Shamblers
Farrow Bone Grinders (min)
- Escort x2
Legends of Halaak
- Ogrun Bokur
Tyrant Commander and Standard
Beast Handlers (min)
I won the roll off and chose to go first. My opponent took the side of the table with the well-placed house to hide Morghoul behind.
Circle turn 1:
The usual Wurmwood stuff happens. Grinders try and murder eachother but mostly fail, so the Argus goes and chomps them down.
The Wyrds run up very aggressively to threaten basically the whole table, and everything else moves up fast too.
I forget about Morghoul's blind spell and expose my Mannikins a turn too early.
Skorne turn 1:
Pretty easy turn here as well. Everything that's a dude comes screaming up the table. Morghoul gets Night's Reflection on the right hand unit of Sentry Stones and Occultation on the Nihilators and repositions back.
He parks his Gladiator in front of him to prevent me from doing my top of two assassination run (darn) and puts Despoiler on the other side of the house.
I apparently didn't take a picture of this turn. Odd...
Circle turn 2:
It's always fun to spray down dudes with Mannikins, and that happens with the left hand unit.
A Wyrd goes into the Legends and kills one.
Wurmwood Hellmouth's the Bokur, yanking in the Gladiator, Soulward, and Willbreaker, but only killing the Soulward.
I park a couple dudes in the left zone to force him in, build a forest wall in front of Wurmwood, and flood the right hand zone with Shamblers.
Skorne turn 2:
The Gladiator and Bokur get in my face, and the legends bounce off the Wyrd.
Nihilators run up to touch the zone on the left, as does Despoiler.
The Shaman breaks the stone unit around the Feral, and one of the Sentry Stone units AND the Shambler unit get blinded this turn.
Circle turn 3:
I get to do some fun stuff this turn, and it really showcases what I like about this list.
I kill the Bokur with the Wyrd engaging him, and that same Wyrd fails to kill the Willbreaker.
The Legends die to the other Wyrd, and I jam the Titan with Shamblers.
The Argus moves to two inches away and pops Doppler Bark, making the beast effectively useless.
Cassius runs up and Stranglehold goes onto the Despoiler.
A few random Nihilators die, and I can't quite manage to kill the Tyrant Commander.
Skorne turn 3:
My opponent walks Despoiler into range of the Pureblood, who gets charged by a few guys and the Shaman and survives (barely).
The Titan flails around at Shamblers, as do Beast Handlers.
Circle turn 4:
It's finally go turn. Curse of Shadows plus Wyrds, and Argus, and a Bokur kill the Titan.
Wurmwood's feat is up, and I've cleared the right zone, so I port him over.
The Pureblood kills Despoiler with help from a Mannikin.
I score two points!
Skorne turn 4:
My opponent contests my zone with a couple of guys. Critically, Morghoul is out of range of the Pureblood, who lives thanks to DEF 14.
Circle turn 5:
It's a simple matter to clear my zone, and my Pureblood fluffs its rolls pretty hard and does next to nothing.
I port the two stones in the left zone away so that he can't easily kill them both and run my Feral into the back of the table to threaten his stuff the next turn.
I score two more points
Skorne turn 5:
Morghoul gets into the Pureblood and it dies horribly. Nihilators get pathfinder from the TyCom and run to contest my zone.
Circle turn 6:
Time to be a cheeky.
Wurmwood gets ported up between the Nihilators and drops a Hellmouth on himself. One of the Nihilators toughs, so it gets Strangleheld and that's the game when I score two more points.
Victory for the Druids!
Bringing infantry against Circle, turns out it's still not a great idea.
Morghoul 3 is a potent Warlock though, I definitely had to change the way I approached certain parts of the table. Wurmwood had to stay quite a ways away from his infantry models that entire game, which is not something I'm used to doing.
That being said, I don't think Morghoul 3 is a great Circle drop right now, so I doubt I'll be playing against him much in the near future.
Thanks for reading!